vgmstream/src/meta/mul.c
2020-09-14 16:55:26 +02:00

298 lines
10 KiB
C

#include "meta.h"
#include "../layout/layout.h"
#include "../coding/coding.h"
#include "mul_streamfile.h"
typedef enum { PSX, DSP, IMA, XMA1, FSB4 } mul_codec;
static off_t get_start_offset(STREAMFILE* sf);
static int guess_codec(STREAMFILE* sf, off_t start_offset, int big_endian, int channels, mul_codec* p_codec, off_t* p_extra_offset);
static layered_layout_data* build_layered_mul(STREAMFILE* sf, off_t offset, int big_endian, VGMSTREAM* vgmstream, mul_codec codec);
/* .MUL - from Crystal Dynamics games [Legacy of Kain: Defiance (PS2), Tomb Raider Underworld (multi)] */
VGMSTREAM* init_vgmstream_mul(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset, coefs_offset = 0;
int loop_flag, channel_count, sample_rate, num_samples, loop_start;
int big_endian;
mul_codec codec;
uint32_t (*read_u32)(off_t,STREAMFILE*) = NULL;
/* checks */
/* .mul: found in the exe, used by the bigfile extractor (Gibbed.TombRaider)
* (some files have companion .mus/sam files but seem to be sequences/control stuff)
* .(extensionless): filenames as found in the bigfile
* .emff: fake extension ('Eidos Music File Format') */
if (!check_extensions(sf, "mul,,emff"))
goto fail;
if (read_u32be(0x10,sf) != 0 ||
read_u32be(0x14,sf) != 0 ||
read_u32be(0x18,sf) != 0 ||
read_u32be(0x1c,sf) != 0)
goto fail;
big_endian = guess_endianness32bit(0x00, sf);
read_u32 = big_endian ? read_u32be : read_u32le;
sample_rate = read_u32(0x00,sf);
loop_start = read_u32(0x04,sf);
num_samples = read_u32(0x08,sf);
channel_count = read_u32(0x0C,sf);
if (sample_rate < 8000 || sample_rate > 48000 || channel_count > 8)
goto fail;
/* 0x20: flag when file has non-audio blocks (ignored by the layout) */
/* 0x24: same? */
/* 0x28: loop offset within audio data (not file offset) */
/* 0x2c: some value related to loop? */
/* 0x34: id? */
/* 0x38+: channel config until ~0x100? (multiple 0x3F800000 / 1.0f depending on the number of channels) */
/* test known "version" (some float) later versions start from 0x24 instead of 0x20 */
if (!(read_u32(0x38,sf) == 0x3F800000 || /* common */
read_u32(0x38,sf) == 0x4530F000 || /* Avengers */
read_u32(0x3c,sf) == 0x3F800000)) /* Tomb Raider Underworld */
goto fail;
loop_flag = (loop_start >= 0); /* 0xFFFFFFFF when not looping */
start_offset = get_start_offset(sf);
if (!start_offset) goto fail;
/* format is pretty limited so we need to guess codec */
if (!guess_codec(sf, start_offset, big_endian, channel_count, &codec, &coefs_offset))
goto fail;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_MUL;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = num_samples;
vgmstream->codec_endian = big_endian;
switch(codec) {
case PSX:
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_blocked_mul;
break;
case DSP:
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_blocked_mul;
dsp_read_coefs_be(vgmstream,sf,coefs_offset+0x00,0x2e);
dsp_read_hist_be (vgmstream,sf,coefs_offset+0x24,0x2e);
break;
case IMA:
vgmstream->coding_type = coding_CD_IMA;
vgmstream->layout_type = layout_blocked_mul;
break;
case XMA1:
case FSB4:
vgmstream->layout_data = build_layered_mul(sf, start_offset, big_endian, vgmstream, codec);
if (!vgmstream->layout_data) goto fail;
//vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_layered;
break;
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
static off_t get_start_offset(STREAMFILE* sf) {
/* find first block with header info */
if (read_u32be(0x0800,sf) != 0 || read_u32be(0x0804,sf) != 0) /* earlier games */
return 0x800;
if (read_u32be(0x2000,sf) != 0 || read_u32be(0x2004,sf) != 0) /* later games */
return 0x2000;
return 0;
}
static int guess_codec(STREAMFILE* sf, off_t start_offset, int big_endian, int channels, mul_codec* p_codec, off_t* p_extra_offset) {
uint32_t (*read_u32)(off_t,STREAMFILE*);
read_u32 = big_endian ? read_u32be : read_u32le;
*p_extra_offset = 0;
if (big_endian) {
/* test DSP (GC/Wii): check known coef locations */
if (read_u32be(0xC8,sf) != 0) { /* Tomb Raider Legend (GC) */
*p_codec = DSP;
*p_extra_offset = 0xC8;
return 1;
}
else if (read_u32be(0xCC,sf) != 0) { /* Tomb Raider Anniversary (Wii) */
*p_codec = DSP;
*p_extra_offset = 0xCC;
return 1;
}
else if (read_u32be(0x2D0,sf) != 0) { /* Tomb Raider Underworld (Wii) */
*p_codec = DSP;
*p_extra_offset = 0x2D0;
return 1;
}
else { //if (ps_check_format(sf, 0x820, 0x100)) {
/* may be PS3/X360, tested below [Tomb Raider 7 (PS3)] */
}
}
{
int i;
off_t offset = start_offset;
size_t file_size = get_streamfile_size(sf);
size_t frame_size;
/* check first audio frame */
while (offset < file_size) {
uint32_t block_type = read_u32(offset+0x00, sf);
uint32_t block_size = read_u32(offset+0x04, sf);
uint32_t data_size = read_u32(offset+0x10, sf);
if (block_type != 0x00) {
offset += 0x10 + block_size;
continue; /* not audio */
}
/* test FSB4 header */
if (read_u32be(offset + 0x10, sf) == 0x46534234 || read_u32be(offset + 0x20, sf) == 0x46534234) {
*p_codec = FSB4;
return 1;
}
/* test XMA1 (X360): has sub-blocks of 0x800 per channel */
if (block_size == 0x810 * channels) {
for (i = 0; i < channels; i++) {
off_t test_offset = offset + 0x10 + 0x810*i;
if (read_u32(test_offset + 0x00, sf) != 0x800 || /* XMA packet size */
read_u32(test_offset + 0x10, sf) != 0x08000000) /* XMA packet first header */
break;
}
if (i == channels) {
*p_codec = XMA1;
return 1;
}
}
/* test PS-ADPCM (PS2/PSP): flag is always 2 in .mul */
frame_size = 0x10;
for (i = 0; i < data_size / frame_size; i++) {
if (read_8bit(offset + 0x20 + frame_size*i + 0x01, sf) != 0x02)
break;
}
if (i == data_size / frame_size) {
*p_codec = PSX;
return 1;
}
/* test XBOX-IMA (PC/Xbox): reserved frame header value is always 0 */
frame_size = 0x24;
for (i = 0; i < data_size / frame_size; i++) {
if (read_8bit(offset + 0x20 + frame_size*i + 0x03, sf) != 0x00)
break;
}
if (i == data_size / frame_size) {
*p_codec = IMA;
return 1;
}
break;
}
}
return 0;
}
/* MUL contain one XMA1/FSB streams per channel so we need the usual voodoo */
static layered_layout_data* build_layered_mul(STREAMFILE* sf, off_t offset, int big_endian, VGMSTREAM* vgmstream, mul_codec codec) {
layered_layout_data* data = NULL;
STREAMFILE* temp_sf = NULL;
int i, layers = vgmstream->channels;
/* init layout */
data = init_layout_layered(layers);
if (!data) goto fail;
for (i = 0; i < layers; i++) {
switch(codec) {
#ifdef VGM_USE_FFMPEG
case XMA1: {
uint8_t buf[0x100];
int bytes;
size_t stream_size;
int layer_channels = 1;
temp_sf = setup_mul_streamfile(sf, offset, big_endian, i, layers, NULL);
if (!temp_sf) goto fail;
stream_size = get_streamfile_size(temp_sf);
/* build the layer VGMSTREAM */
data->layers[i] = allocate_vgmstream(layer_channels, 0);
if (!data->layers[i]) goto fail;
data->layers[i]->sample_rate = vgmstream->sample_rate;
data->layers[i]->num_samples = vgmstream->num_samples;
bytes = ffmpeg_make_riff_xma1(buf, 0x100, data->layers[i]->num_samples, stream_size, data->layers[i]->channels, data->layers[i]->sample_rate, 0);
data->layers[i]->codec_data = init_ffmpeg_header_offset(temp_sf, buf,bytes, 0x00, stream_size);
if (!data->layers[i]->codec_data) goto fail;
data->layers[i]->coding_type = coding_FFmpeg;
data->layers[i]->layout_type = layout_none;
data->layers[i]->stream_size = stream_size;
xma_fix_raw_samples(data->layers[i], temp_sf, 0x00,stream_size, 0, 0,0); /* ? */
break;
}
#endif
case FSB4: { /* FSB4 w/ mono MP3 [Tomb Raider 8 (PS3), Avengers (PC)] */
temp_sf = setup_mul_streamfile(sf, offset, big_endian, i, layers, "fsb");
if (!temp_sf) goto fail;
data->layers[i] = init_vgmstream_fsb(temp_sf);
if (!data->layers[i]) goto fail;
break;
}
default:
goto fail;
}
close_streamfile(temp_sf);
temp_sf = NULL;
}
if (!setup_layout_layered(data))
goto fail;
vgmstream->coding_type = data->layers[0]->coding_type;
return data;
fail:
close_streamfile(temp_sf);
free_layout_layered(data);
return NULL;
}